Superbacker

As a FYI another Kickstarter I backed also had a app they got around the payment/ free for backers by not having it listed in the store for a set amount of time while the price was set to zero and providing backers with a link to download the app.

Superbacker

"Is there a good place to sign up for news of the app?" — Well, there's a good place to sign up for news of all things Evil Hat, our mailing list. We'll definitely talk app once it's available. http://evilhat.us5.list-manage1.com/subscribe…

@Scott Everts : While we can't say we're *definitely* supporting Steam since we'll have to send the app through Greenlight like everything else, that's definitely somewhere we want to have it. I'm sure we'll be putting out a call for support when we get to that point. :)

As for pricing models, the plan right now is that you would buy the base app, and then any expansions are provided as DLC purchases. I don't see any reason we'd have a microtransaction currency.

Superbacker

Nobody's getting the app itself for free, just the expansion/variant content if we hit $450k, as said explicitly in the post here. And if people were paying us for the app itself by increasing their pledges, we'd have no power to give the app to them for free. So that money's better saved up for buying the app on your platform of choice, when the time comes. :)

Superbacker

Glad to hear you are supporting Steam. I get so tired of companies not supporting that platform for their digital board game software. But you can give Steam codes unlike Apple that locks them away. Hopefully this won't be a "fee to play" game and just release the base game and deck DLC's. None of that gold crap please!

Superbacker

That's exciting. If Evil Hat decides the app thing is working out well, a future Zeppelin Attack app would be amazing. I'd be down to fund it on Kickstarter, and think that additional art from the original artist to reduce the repeats and re-colors would make damned fine stretch goals...

Superbacker

We're still working on the pricing. It seems likely it'll be different across platforms, though, just due to the nature of those markets - for example a $5 PC game is generally considered "bargain bin", while a $5 mobile app is seen as expensive.

Our goal is to support all the play modes you mention. Solo mode and hot-seat/pass-and-play will be our first priority while we figure out how communication and matchmaking should work in online play.

For network play, we see no reason to prevent cross-platform play right now, aside from losing out on some of the platform-specific matchmaking capabilities.